August 2019
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Fix remaining casts to vec2_t/vec3_t
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Rename "Joystick" to "Gamepad" in menus
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Add verification screens to color correction, keyboard, and joystick resetting options
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Implement contoller analog 0 in menus very hackishly
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Replace "Joystick" config strings with "Controller" to reset defaults
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Implement controller defaults
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Add Third Person View gamefunc
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VS made me change these newlines to CR LF
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Add SetupAPI.lib to VS build system for SDL 2.0.10
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Disable manifest file generation on all platforms
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Add VS2019 detritus to .gitignore
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VS made me update the platform toolset here
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Add voxels option to menu, if at least one has been defined
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Fix RENDERTYPE=WIN build
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Move auto aim option to Control Setup
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Make use of SDL2's Game Controller API.
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Thanks to JonoF for his take on this.
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Fix binding joystick digital axes in the menu
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Report 16-bit analog axis precision to the game instead of arbitrarily truncating it to ~14.3 bits.
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Fix bug where "standing" on top of a sprite structure underwater would cause the player to act as if they were no longer underwater
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Another attempt at improving/fixing the fps limiter
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Add automapping var to Gv_RefreshPointers()
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Better behaved falling actors
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Change actor/player context of EVENT_SCREEN
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Fix some undefined behavior
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This can overflow
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Remove dead declaration
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Fix how analog axis values are used by the game code, part 2: aiming.
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Mouse movement is no longer funneled through analog axis handling.
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Fix how analog axis values are used by the game code, part 1: movement.
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Turning and looking will require me to disentangle CONTROL_GetMouseDelta from the rest of CONTROL_PollDevices.
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Fix mouse and joystick menu slider scales
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Blank out old-style joystick defaults because they're irrelevant in 2019.
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Fix bugs with unbound mouse and joystick controls not saving properly.
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Enable joysticks by default because better that than figuring out how to parse settings.cfg multiple times without breaking something.
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sounds.cpp: fix infinite loop caused by removal of "else" in r7939
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Fix sound issue
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Oops
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Fix skipping to the end of def blocks
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M-M-M-MUTEX MADNESS
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Remove lockclock from mapstates
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Improve frame limiter logic
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Run savegame events as myconnectindex instead of screenpeek
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This doesn't really matter right now, but it's wrong.
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Happier try_facespr_intersect()
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I'm prejudiced against 30-line functions with statements nested 5 levels deep.
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Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove
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The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.
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Add ifdef guard
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newgamechoices
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Fix issue with indexed colour textures where in the case that tiles entered the texcache while !waloff[picnum] & were later (re)loaded, the earlier pth pointing to the tilesheet containing the blank tile would never be properly replaced with an updated gl texture.
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Revert r7908 because it introduces a race on dabuf
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Fix build error
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Change audiolib's SDL driver's mutex stuff to use our implementation
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Tiny error message cleanup
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save name in exts